Darkest Dungeon®

Darkest Dungeon®

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Blackwolfpt Feb 10, 2015 @ 1:49am
Most effective way of using the Sanitarium
What is the most effective way of using the Sanitarium in your opinion? At first, I tried removing all bad quirks, but they get more bad quirks per mission than I'm able to remove them. It ends up costing a lot of money just for them to get more bad quirks.

Do you focus on only a few really bad quirks or do you use other strategies?
Last edited by Blackwolfpt; Feb 10, 2015 @ 4:27am
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Showing 1-13 of 13 comments
Grumpy Feb 10, 2015 @ 1:50am 
Don't.
Dead serious. Quirks get overwritten so bad ones will be replaced with more (or less) bad ones eventually and the gold spent on curing them (just for them to come back) is better spent elsewhere.
Mindmaker Feb 10, 2015 @ 1:55am 
Only use it when you have too much gold (so nearly never), or when it's a quirk that's crippling for that character. The Tavern and Abbey also have a chance of removing bad quirks and so do some dungeon objects.
The various -ism quirks are rarely worth removing, since they don't do much.
Rhuzhen Feb 10, 2015 @ 1:56am 
Its more about "managing" the bad quirks. With all my mercenaries I review their negative quirks and weight them against their positives. Then I ask myself "will I potentially throw them into situations where their Neg Quirk is going to surface excessively?" After that I decide if its worth the time/gold to cure them of that affliction.

For example, my Highwayman had Sitiomania - obsession with food - and I would often take him to the Weald & occassionally to the Warrens. Every Meat Wagon or Ravaged Carcass I came across he would interact with it automatically and trigger whatever would happen. Up to now almost nothing bad has happened as a result of his Sitiomania but it has made it impossible for me to plan a run with him based on the idea that I could get extra food for a medium/long mission. I decided it would be worth it to send him to the sanitorium to get rid of it.
prout juteux Feb 10, 2015 @ 2:00am 
I usually send my dudes farm the warrens on medium/long missions a couple weeks
Send then with 4 torches to keep for the whole warrens and burn some scrolls!
Bit tedious as the pigs tend to give you heavier diseases then usual quirks
So be ready for some warrens farming if you wanna make quirk removing cost/time effective
Tenmar Feb 10, 2015 @ 2:12am 
Don't know how long the OP has played, but there are really two tactics you can follow.

1. Farm gold with throwaway teams and use the rewards to eliminate quirks from your main characters.

EX. Hire a random group from the stagecoach and throw them into a level 1 mission. If you are tactical enough you should be able to complete the mission. If the mission is looking lost, retreat and accept defeat. Fire said teammates and recruit new teammates. Repeat until you are content with gold and teammates you want to invest in and have said quirks removed.

2. Manage quirks as to not cripple your characters on expiditions. Essentially min.maxing your classes potential and weaknesses.

EX. Crusaders should only be taken into ruins to maximize their smite ability against unholy enemies and any quirks that incapacitate their ability to perform in ruins should be cured.

Personally, I think there are WAY too many ways to get quirks in this game. I can understand the risk/reward of investingating items. That is fine. But the combat quirk debuffs from enemies are WAY too much and WAY too punishing as they affect combat stats and not stress. If the quirks were more focused on the town management factor and the increase and decrease of stress, it would be great. But the combat quirk debuffs from enemies in combat affecting combat stats are a step too far.

I should also mention I do find it fine if players get debuffs from investigating items as it is completely risk/reward.
Originally posted by Rhuzhen:
Its more about "managing" the bad quirks. With all my mercenaries I review their negative quirks and weight them against their positives. Then I ask myself "will I potentially throw them into situations where their Neg Quirk is going to surface excessively?" After that I decide if its worth the time/gold to cure them of that affliction.

For example, my Highwayman had Sitiomania - obsession with food - and I would often take him to the Weald & occassionally to the Warrens. Every Meat Wagon or Ravaged Carcass I came across he would interact with it automatically and trigger whatever would happen. Up to now almost nothing bad has happened as a result of his Sitiomania but it has made it impossible for me to plan a run with him based on the idea that I could get extra food for a medium/long mission. I decided it would be worth it to send him to the sanitorium to get rid of it.

For me its basicly this... get rid of the really bad ones, live with the lesser negative ones.
Baldri Feb 10, 2015 @ 3:36am 
Well... One of my Jesters got Syphilis ones. And some ohter nasty quirks that reduces his damage literally to 1-1. So i removed it. Other than that I tend to "clean" my A-Team if theres money leftover after I did what Rhuzhen did. Kleptomancy is also a quirk worth removing.
Danceofmasks Feb 10, 2015 @ 4:34am 
I don't know about risk/reward ... on anything but a short (or boss rush) run, I always seem to end up with so much loot I can't carry it all.
Meaning, I only really interact with stuff if I know it's almost certainly beneficial, or I have the necessary item to cleanse it.

I guess apprentice level runs also give poor rewards, but then I just interact with everything then, and fire anyone who picks up bad traits.
Blackwolfpt Feb 10, 2015 @ 4:41am 
Originally posted by Danceofmasks:
I don't know about risk/reward ... on anything but a short (or boss rush) run, I always seem to end up with so much loot I can't carry it all.
Meaning, I only really interact with stuff if I know it's almost certainly beneficial, or I have the necessary item to cleanse it.

I guess apprentice level runs also give poor rewards, but then I just interact with everything then, and fire anyone who picks up bad traits.

Yes, but even without touching that stuff you usually get bad quirks when you get the mission debrief.
AnemoneMeer Feb 10, 2015 @ 4:46am 
Typically, use it to destroy diseases, kleptomania, and other raw stat losses that are liable to come up alot.

-10 acc is incredibly painful. -20% stress resist vs one enemy type is not.
Danceofmasks Feb 10, 2015 @ 4:49am 
Originally posted by Blackwolfpt:
Yes, but even without touching that stuff you usually get bad quirks when you get the mission debrief.
Not so sure about that, with my crowd-control team that finishes almost every fight on full health and no stress, mission debrief gave me 2 negative traits in the last 5 runs.
Might be a bug, but neither of those even showed up on the characters ... they also picked up positive traits while being full up - maybe that erases a negative trait? Dunno.
CloudSeeker Feb 10, 2015 @ 4:53am 
If you ignore all bookcases and book piles (apart from scrool piles as they remove bad perks when burnt) and only using the correct items for all things you find you can keep the bad perks low.
Blackwolfpt Feb 10, 2015 @ 5:05am 
Originally posted by x2Madda:
Don't.
Dead serious. Quirks get overwritten so bad ones will be replaced with more (or less) bad ones eventually and the gold spent on curing them (just for them to come back) is better spent elsewhere.

Wait, is this actually confirmed? If you have the maximum number of quirks and get more it erases a random one?
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Date Posted: Feb 10, 2015 @ 1:49am
Posts: 13